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/**
* @file llpatchvertexarray.h
* @brief description of Surface class
*
* Copyright (c) 2001-2007, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlife.com/developers/opensource/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at http://secondlife.com/developers/opensource/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
*/
#ifndef LL_LLPATCHVERTEXARRAY_H
#define LL_LLPATCHVERTEXARRAY_H
// A LLPatchVertexArray is really just a structure of vertex arrays for
// rendering a "patch" of a certain size.
//
// A "patch" is currently a sub-square of a larger square array of data
// we call a "surface".
class LLPatchVertexArray
{
public:
LLPatchVertexArray();
LLPatchVertexArray(U32 surface_width, U32 patch_width, F32 meters_per_grid);
virtual ~LLPatchVertexArray();
void create(U32 surface_width, U32 patch_width, F32 meters_per_grid);
void destroy();
void init();
public:
U32 mSurfaceWidth; // grid points on one side of a LLSurface
U32 mPatchWidth; // grid points on one side of a LLPatch
U32 mPatchOrder; // 2^mPatchOrder >= mPatchWidth
U32 *mRenderLevelp; // Look-up table : render_stride -> render_level
U32 *mRenderStridep; // Look-up table : render_level -> render_stride
// We want to be able to render a patch from multiple resolutions.
// The lowest resolution has two triangles, and the highest has
// 2*mPatchWidth*mPatchWidth triangles.
//
// mPatchWidth is not hard-coded, so we don't know how much memory
// to allocate to the vertex arrays until it is set. Once it is
// set, we will calculate how much total memory to allocate for the
// vertex arrays, and then keep track of their lengths and locations
// in the memory bank.
//
// A Patch has three regions that need vertex arrays: middle, north,
// and east. For each region there are three items that must be
// kept track of: data, offset, and length.
};
#endif
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